[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]

────────────────────── WIPERS ────────────────────────
[WIPERS]
FRONT_0=Geometry
FRONT_1=Geometry90
BACK=Geometry91

[INCLUDE: common/materials_carpaint.ini]


; body paint
[Material_CarPaint_Metallic]
Materials=ext_Body_Paint
;ClearCoatThickness = 0.15
ColoredSpecular =0.95
BrightnessAdjustment=0.5


[Material_CarPaint_Solid]
Materials=EXT_LP_US
NormalsMode=BASIC
FresnelC=0
FresnelMax=0.12
SpecularBase=0.1,100

[Material_CarPaint_Metal]
Materials=
BrightnessAdjustment=0.15
SpecularBase = .1, 80
FresnelC = 0.4

[Material_CarPaint_Chrome]
; interior paint
[Material_CarPaint_Metal]
Materials=int_leather_paint4
BrightnessAdjustment=0.9


; caliper paint
[Material_CarPaint_Metallic]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0


; wheel paint
[Material_CarPaint_Metallic]
Materials =
SpecularBase = 0.1, 50
AmbientSpecular = 0
;;
[Material_CarPaint_Chrome]
Materials =ext_Wheel_paint1,ext_Wheel_paint2
;SpecularBase = 0.05, 60
FresnelC = 0.15

[Material_CarPaint_Chrome]
Materials =EXT_RIM_METAL_DECAL
NormalsMode=BASIC
──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1
──────────────────────────────────────────────


[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1


────────────────────── ANALOG ARROWS ────────────────────────

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=
ZERO=-0.0
STEP=-1.195

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=
ZERO=5.0
STEP=-0.195

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = 
ZERO=-8.000
MIN_VALUE=0
STEP=0.029
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75


────────────────────── Exterior PBR Shaders────────────────────────
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1


[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.72   ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle
DEBUG = 0

WEAR_FORCE = 0.26


────────────────────── DOUBLE SIDED MESH ────────────────────────

[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED

────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = INT_symbols_emissive_aud_rs6_15_symbols_diff,seatbeltl_a-12
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = aud_badge
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS = INT_Dop_EMISSIVE
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND

──────────────────────────────────────────────
[REFLECTIONS_FX]
MASK_GBUFFER = material:ExtGlass,material:GlassRed,material:TaillightsPattern1
SKIP_GBUFFER =seatbeltl_a-12,dashstructure_a-17

[EXTRA_FX_0]
MASK_GBUFFER=glasschmsl_a,lensctl_a
────────────────────── EXHAUST ────────────────────────


[EXHAUST_FLAMES]
DISCHARGE=1
DISCHARGE_CHARGE_TIME=1
DISCHARGE_DELAY=0.2
DISCHARGE_DURATION=0.5
DISCHARGE_INTENSITY=0.1
DISCHARGE_PROBABILITY=0.75
DISCHARGE_RPM_THRESHOLD_MAX=7000
DISCHARGE_RPM_THRESHOLD_MIN=5000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=75
LIMITER=0
LIMITER_DELAY=0.0
LIMITER_INTENSITY=0.1
LIMITER_RPM_THRESHOLD=6850
FLAT_SHIFT=1
FLAT_DELAY_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.03 
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=0.5
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=0.85
FLAT_SHIFT_RPM_THRESHOLD=6000
ANTILAG=0
ANTILAG_DELAY=0
ANTILAG_INTENSITY= 0.7
ANTILAG_INTERVAL_MAX=10.2
ANTILAG_INTERVAL_MIN=0.2
ANTILAG_TURBO_THRESHOLD=0.1

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES =exhaust_a-1
COLOR = 25, 3, 0, 0.35
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 92
INPUT_LUT = (| 82 = 0 | 92 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[WOBBLY_BIT_...]
NAME =  ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.005               ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 100                    ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.8               ; how much gravity affects node’s speed
OFFSET_GAIN = 700              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.5      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position

[SHAKING_EXHAUST_0]
MESHES = 
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.075, 0.35, 0.1
; Exhaust Smoke
[PARTICLES_FX_EXHAUST]         ; how long particles last in the air before disappearing
SPEED = 1, 2               ; how fast smoke particles fly from the exhaust
SPREAD = 0.25                ; initial spread of particles
STARTING_SIZE = 0.04            ; initial size of particles
SPAWN_OFFSET = 0.02034            ; initial spawn point offset (length-wise)
TEMPERATURE_LAG = 1             ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100    
LIFE=0.5,0.5

────────────────────── LICENSE PLATE LIGHTS ────────────────────────

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= front_plate01
OFFSET=-0.0, 0.0, -0.05
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPOT=175
SPOT_SHARPNESS=0.2
COLOR=2,2,2,3
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

────────────────────── LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=headlightl_a-8,headlightr_a-8,headlightr_a-1,headlightl_a-1
COLOR=120,120,119,0.4
LAG=0.5
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
AMBIENT_INFLUENCE = 1 

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlightl_a.001,headlightr_a.001
COLOR=120,120,130,0.4
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
AMBIENT_INFLUENCE = 1 

[EMISSIVE_LIGHT_...] ; DRL 
NAME=
COLOR=120,120,160
OFF_COLOR=120,120,160
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5



────────────────────── TAIL LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; DRL 
NAME=taillightl_a,taillightc_a,taillightr_a
COLOR=50, 1, 0, 1.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5
[EMISSIVE_LIGHT_...] ; DRL ,
NAME=taillightr_a.001,taillightc_a.001,taillightl_a.001
COLOR=50, 15, 0, 1.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5



[EMISSIVE_BRAKE_...] ; Brakelights 
NAME=taillightc_a-5,taillightr_a-3,taillightl_a-4
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ;DRL + BRAKE 
NAME=
COLOR=50, 5, -10,5
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] EMERGENCY BRAKE
NAME=glasschmsl_a
COLOR=110, 10, 10, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking



[EMISSIVE_BRAKE_...] 
NAME=taillightchmsl_a-1
COLOR = 50,3, 0,5
FALLBACK_BRAKES_COLOR = 50,3, 0,5
LOCATION=REAR
;LAG=0
CAST_LIGHT=1
INPUT = G_FORCE
;INPUT_DEBUG=0
INPUT_SELECTOR = Z
;INPUT_MULT=1
INPUT_THRESHOLD =0.99
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking



[SHADER_REPLACEMENT_...]
MATERIALS=?glass?
IS_TRANSPARENT=1



────────────────────── REVERSE LIGHT ────────────────────────

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =taillightc_a-6 ; name (one or more) of a mesh to glow
COLOR = 10,10,10     ; glowing color if condition is met
LAG = 0.0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

────────────────────── FOG LIGHTS ────────────────────────

; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=12,10,8,11
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_1]
SURFACE =lensctl_a.001
INSIDE = taillightc_a-2
INSIDE_BULBS=taillightc_a-6
OVERLAY = glassctl_a-1,glassctl_a-1
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0
AMBIENT_MULT = 0.31
BASE_EMISSIVE_K = 0.1
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 0
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.19
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.9999855,1,0.9999
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.28
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 1.8060207e-05,0.9362725,-2.331767
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.4501742,0.9362725,-2.3429952
RADIUS = 0.049604394
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0




────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=gaugecluster_a-1,interior_SUB3_002
COLOR=2,2,2,1
OFF_COLOR=2,2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=dashstructure_a-3,dashstructure_a-12,centerconsolebezels_a-3,steeringcolumn_a,doorcardlf_a-2,centerstackbezels_a-3,IntDec,dashstructure_a-4,dashstructure_a-5
COLOR=2,0.4,0.4,2
OFF_COLOR=2,0.4,0.4,1
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=speedook_SUB0,tahook_SUB0
COLOR=2,0,0,2
OFF_COLOR=2,0,0,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=boostbar_?,,centerstackbezels_a-12
COLOR=2,2,2,1
OFF_COLOR=2,2,2,1
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=trunk_a-2
COLOR=2,2,2,3
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1
────────────────────── STERO/GPS ────────────────────────

[Display_AndroidAuto]
Meshes = 
Resolution = 740,640
Size = 640, 640
Offset = 50, 0
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = Geometry82_SUB18
RESOLUTION = 512, 128
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 512, 128
BACKGROUND = 0, 0, 0, 1
FONT = digital_big
TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:1,4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 16
TEXT_0_LETTER = 24, 64
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 24) "
TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 84
TEXT_1_LETTER = 12, 28
TEXT_1_LETTERS_LIMIT = 8
ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 174, 84
ICON_0_SIZE = 17, 24
ANIMATION_0 = 10, 4
ANIMATION_0_START = 204, 80
ANIMATION_0_BLOCK = 24, 4
ANIMATION_0_MARGIN = 4, 4
ANIMATION_0_BASE_ROW = BOTTOM

────────────────────── WARNING LIGHTS ────────────────────────


[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=Warning_L
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=Warning_R
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=Object209_
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Object230
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Object229
COLOR=0,10,0,2
OFF_COLOR=0,10,0,2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1.5
NAME=redbuttonbitch
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=Warning_ABS
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=Warninglightsbro001
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=Warning_TC_OFF
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=Warninglightsbro012
TOGGLE_VISIBILITY = 0
OFF_COLOR=10,3.1,0.1,3
COLOR=0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=Warning_TC
TOGGLE_VISIBILITY = 0
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=Warning_Handbrake
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=Warning_st_wheel
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=Warning_Engine
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=Warning_Light05
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...] ; Warning Fuel
NAME=warning_fuel
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=Warninglightsbro017
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=Warninglightsbro005, Warninglightsbro010
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── INTERIOR EMISSIVE FX ────────────────────────


[EXTRA_FX_EMISSIVE_...]
MATERIALS = 
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1.5,1.6,12                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS = 
RANGE = 0.015              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS =
RANGE = 0.017              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS = 
RANGE = 0.03              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 7                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1




[EXTRA_FX_EMISSIVE_...]
MESHES =gaugecluster_a-1,
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 12              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1      ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 3       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS =1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

────────────────────── OUTSIDE EMISSIVE FX ────────────────────────




[EXTRA_FX_EMISSIVE_...]
MESHES =headlightl_a-1,headlightl_a-8,headlightr_a-1,headlightr_a-8  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1.5               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 3       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS =0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0.00001         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =            ; stop emissive if a mesh with given name is visible


────────────────────── OUTSIDE EMISSIVE FX (Taillight) ────────────────────────

[EXTRA_FX_EMISSIVE_...]
MESHES = taillightr_a,taillightc_a,taillightl_a,turn_left_r_?,turn_rear_r_?   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.025         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10, 0, 0, 0.2              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0        ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =3       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 3             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =  



[EXTRA_FX_EMISSIVE_...]
MESHES =EXT_TL_DRL
RANGE = 0.04
COLOR =0.01
DIRECTED =0
INTERIOR_ONLY =0
EXTERIOR_ONLY =1
SPLIT_ELEMENTS = 1
EMISSIVE_TWEAK=0


[EXTRA_FX_EMISSIVE_...]
MESHES =  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.385         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10, 0, 0, 5.2              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1        ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =3       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 3             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0        ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =  

────────────────────── INDICATORS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlightl_a-2
COLOR=100,20,0
OFF_COLOR=120,120,150,0.2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=wingmirrorr_a.001
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5



[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlightr_a-2
COLOR=100,20,0
OFF_COLOR=120,120,150,0.2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=wingmirrorr_a.001
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_0]  
RANGE_START_INDEX =0
RANGE_END_INDEX = 18
RANGE_PREFIX = turn_left_r_
COLOR=517,290,0
OFF_COLOR=0.0,0.0,0.0
TOGGLE_VISIBILITY=0
RANGE_DELAY = 0.01
REPEAT_FREQENCY_HZ=3
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]  
RANGE_START_INDEX =0
RANGE_END_INDEX = 18
RANGE_PREFIX = turn_rear_r_
COLOR=517,290,0
OFF_COLOR=0.0,0.0,0.0
TOGGLE_VISIBILITY=0
RANGE_DELAY = 0.01
REPEAT_FREQENCY_HZ=3
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=0

────────────────────── LIGHT CAST ────────────────────────


[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=120,120,120,0.05
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.1, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.55
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.485, 2.29
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
EXTERIOR_ONLY=0

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500

EXTERIOR_ONLY=0

────────────────────── AUDIO ────────────────────────


[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=5.0
ENGINE_INT=4.0
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER = 1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

[AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 0=0 | 7000=6700|)
ENGINE_INT_RPMS = (| 0=0 | 7000=6700|)

────────────────────── MATERIALS (EXTERIOR) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]



[Material_CarPaint_Metallic]
CarPaintMaterial= VossenRed,VossenWhite,redrs6
FresnelMax = 0.1
FresnelC = 0.1
FlakesK = 0.1
BrightnessAdjustment = 0.5 ; compensates for ambient specular
BaseSpecularColor = 1, 1, 1
SpecularBase = 1, 50
SpecularSun = 0.1, 50
SunMultiplier = 1
ClearCoatThickness = 0
ClearCoatTint=0, 0, 0
UseDiffuseAlphaAsMask = 1
UseDiffuseAlphaAsClearCoatMask = 0
NormalsMode = BASIC

────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes = intm_odo
MatrixType = IPS         ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1920          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 0.5          ; screen brightness
FlipXY = 0                 ; rotate display 90°

Int Plastic
[Material_Plastic_v2]
Materials = IntPlastic
BrightnessAdjustment = 0.2
DetailScale = 50
DetailTextureBlur = 1
DetailNormalBlend = 0.5
Reflectance = 0.02
Smoothness = 0.1

Int Plastic/Leather
[Material_Plastic_v2]
Materials = int_fake_leather
BrightnessAdjustment = 0.25
DetailScale =120
DetailNormalBlend = .1
Reflectance = 0.01
Smoothness = 0.09



Int Piano Black
[Material_Plastic_v2]
Materials = grillPlastic_012
BrightnessAdjustment = 0.01


Int Alcantara
[Material_Leather_v2]
Materials = 
DetailNormalBlend = 2
BrightnessAdjustment=0.5
Reflectance = 0.5
ApplyTilingFix=0


Int Carpet
[Material_Carpet_v2]
Materials=IntCarpet
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.1
DetailScale = 60
ClothSheenColor = 1.2,1.2,1.2
BrightnessAdjustment = 0.2

[Material_Carpet_v2]
Materials=IntFabric
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.1
DetailScale = 180
ClothSheenColor = 1.2,1.2,1.2
BrightnessAdjustment = 0.1

Int Leather
[Material_Leather]
Materials =IntSeatsLeather
Reflectance = 0.03
DetailScale = 240
DetailNormalBlend = 0.5
BrightnessAdjustment = 0.22
[Material_Leather]
Materials =IntPerforatedLeather
DetailScale = 100
Smoothness=0.4
Reflectance=0.1

[Material_Leather]
Materials =Interior
Reflectance = 0.01
DetailScale = 140
DetailNormalBlend = 1
BrightnessAdjustment = 0.1


[SHADER_REPLACEMENT_...]
MATERIALS=b
PROP_3 = ksSpecular, 0.01
PROP_4 = ksSpecularEXP,150

[SHADER_REPLACEMENT_...]
MATERIALS=?symbols?
PROP_3 = ksSpecular, 0.01
[SHADER_REPLACEMENT_...]
MESHES=centerconsolebezels_a-6
IS_VISIBLE=0
[Material_Leather]
Materials =int_leather_paint2
BrightnessAdjustment = 0.5
[Material_Leather]
Materials =int_leather_paint1
BrightnessAdjustment = 0.5


[Material_Leather]
Materials =IntQuiltedSeats
Reflectance = 0.03
DetailScale = 140
DetailNormalBlend = 0.5
BrightnessAdjustment = 0.22


;Int Old Leather
[Material_Leather_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 100
BrightnessAdjustment = 0.34

;Int Alu 1 
[Material_Plastic_v2]
Meshes = headlightl_a-4,headlightl_a-3,headlightr_a-3,headlightr_a-4
BrightnessAdjustment = 0.22
DetailScale = 0
DetailTextureBlur = 1
DetailNormalBlend = 0
Reflectance = 0.2
Smoothness = 0.5
Metalness = 0.6

;Int Aluminium 2
[Material_Metal_v2]
Materials=
DetailScale=0
Brightness=1
Metalness=0.2
Reflectance = 1.4

[Material_InteriorPBRDetail]
Materials = IntChrome
Reflectance = 0.2
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0.2
Metalness = 0.6


Int Carbon
[Material_Carbon]
Materials=
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=165
Brightness=0.4
DetailNormalBlend=1




────────────────────── MATERIALS (EXTERIOR) ────────────────────────

[Material_CarPaint_Metal]

[Material_CarPaint_Metal]
CarPaintMaterial = CLIPPER
FresnelMax = 0.04
FresnelC = 0.03
FlakesK = 1.5
BrightnessAdjustment = 0.4
ClearCoatThickness = 0.05
UseMetallicReflections = 1
PROP_1... = detailUVMultiplier , 30


Ext Metal
[Material_Metal_v2]
Materials = ExtChrome
BrightnessAdjustment = 0.25
DetailScale = 50
Metalness = 0.3
Reflectance = 0.1

[Material_Plastic]
Materials = roofrailscarbon
Brightness=0.1
Ext Metal Headlights
[Material_Metal_v2]
Materials = ExtSatinChrome
BrightnessAdjustment = 0.2
DetailScale = 0

Reflectance = 0.1

DetailNormalPBRSmoothnessGamma = 0.8

Ext Metal Headlights
[Material_Metal_v2]
Materials = VossenChrome
BrightnessAdjustment = 0.3
DetailScale = 110
Metalness = 0.5
Reflectance = 0.01
LocalReflectionsSharpness = 0.3
DetailNormalPBRSmoothnessGamma = 0.4

;Ext Metal Old
[Material_MetalOld_v2]
Meshes = bumperf_a-2,bumperf_a-4
Metalness = 0.11
Reflectance = 0.11
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

[Material_LicensePlate_Europe]

Ext Smooth Plastic
[Material_Plastic_v2]
Materials = ExtPlastic
BrightnessAdjustment = 0.015
DetailScale = 0
Reflectance = 0.05
Smoothness = 0.999999

Ext Rough Chrome
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.15
Reflectance = 0.2
Metalness = 0.5
Smoothness = 0.6
DetailScale = 35
DetailTextureBlur = 1
DetailNormalBlend = 0.2

[Material_InteriorPBRDetail]
Materials = dash,INT_gauges
Reflectance = 0.001
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0
Metalness = 0

[Material_InteriorPBRDetail]
Materials = IntSpeakers
Reflectance = 0.1
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0
Metalness = 0

[Material_InteriorPBRDetail]
Materials = plastic_smooth_colored_a|rearseats_a
Reflectance = 0.1
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0
Metalness = 0



;Ext Carbon
[Material_Carbon]
Materials = ExtCarbon
DetailScale = 250
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_CARBON_NM.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_CARBON_D.dds
Brightness = 0.25
ClearCoatF0 = 0.1
CubemapReflectionBlur = 0,0
DetailNormalBlend = 1

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

[Material_Glass]
Materials = ExtGlass
FilmIOR = 2

[Material_PhotoelasticGlass]
Meshes = ext_window_other
PhotoelasticityMult = 0.1

;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityBaseScale = 0     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.00  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 0  ; how many stripes are there
ProfileFix = 0.02


;Interior Glass
[Material_Glass]
Meshes = dashstructure_a-17
FilmIOR = 1.6 
ThicknessMult = 2
ProfileFix = 0

; Red Glass
[Material_Glass]
Materials = ext_glass_red_trunk_nm
IOR = 1.5           ; looks better like this
FilmIOR = 1.5      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.1 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 1.2      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
Brightness = 0,24
Desaturate = 0
Refraction = 1

; Red Glass Nm

; Red Glass
[Material_Glass]
Materials = GlassRed

MaskPass = 1.2      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
Brightness = 0
Desaturate = 0
Refraction = 0

; Window Glass
[Material_Glass]
Materials=ExtWindows
MaskPass=1.0
EXTRA_MASK_PASS_COLOR=0
ThicknessMult=2
Desaturate=1
FilmIOR=1.7



────────────────────── MATERIALS (TIRES) ────────────────────────

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = tire
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = licenseplate
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.2

PROP_... = ksSpecularEXP,77
PROP_... = ksSpecular, 1



────────────────────── SHADER REPLACEMENT ────────────────────────
;     ///REFLECTORS///
[SHADER_REPLACEMENT_...]
;SIDE FRONT & REAR REFLECTORS
MESHES = 
PROP_... = extBounceBack, 3



[SHADER_REPLACEMENT_...]
;PLATE REFLECTORS
MESHES = sm_142_SUB1
PROP_... = extBounceBack, 2
;-----------------------------------------------------------
[SHADER_REPLACEMENT_...]
MATERIALS = caliper
PROP_... = extExtraSharpLocalReflections, -0.001

